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Just FYI, the Dolphin's custom textures loading is quite slow. It will slow down even on a very powerful system on screens that load many textures like the Synopsis screen in Tales of Symphonia. Every letter in Tales of Symphonia is a texture. A workaround is to remove all the custom textures for the letters. I don't think this issue has been fixed yet. You can look at the Dolphin code, but just keep in mind that it's not an ideal implementation.
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05-02-2015, 05:39 PM
(This post was last modified: 05-02-2015, 06:03 PM by hellbringer616.)
i was under the impression that there was no texture cache at all and it was simply bypassed.
Maybe it's Mipmaps i was thinking of, Whatever causes the missing eyes issue in Jak games
@Xemnas
I think they fixed that by using .dds textures, Though that may have only fixed the issue with mipmap textures
EDIT for clarification
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Let's me explain a bit the GS behavior.
Every draw call either
1/ a texture + a palette (clut) are copyied into gs memory.
2/ framebuffer output is copyed into gs memory
1/ a previous framebuffer output is used as a texture
2/ framebuffer output is copyied into gs memory
Issue number 1 is that texture format is awkward. So gsdx converts into linear format. The first purpose of texture cache is to avoid this conversion.
Issue number 2 is the slowness to send a texture to the gpu (every draws calls). The idea is to reuse texture that are uploaded to same address with same parameters.
Issue number 3 is the reuse of FB as texture. The easy case is to rescale/convert the fb and use it as texture. However sometime you need to merge the fb with the gs memory.
Issue number 4 is to send the texture in ps2 mem.
Globally the cache has a major flaw. It saws the gs mem as a bunch of texture. If you put write 2 half texture side by side. The cache will see 2 textures not 1. GS is allowed to write 2 textures with different format on the same locations. Then it is even possible to interpret the fusion of 2 texture as a single texture... Im not sure the cache support it.
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05-03-2015, 08:23 PM
(This post was last modified: 05-03-2015, 08:25 PM by tsunami2311.)
Ok so while testing for the impossible blend issue gregory ( which use to have in bunch game and is no longer there in iether DX or OPENGL)
I found out stretch sprite hack fixes the lines in in BOF Dragon Quarter menus but it also disabled Texture filtering like it does on Xenosaga II and its line that appears inthe main menu screen. maybe new hack fixes this but i have not tested those out cause there still done vie ini still, i will wait till those are all work in the UI for GSDX